it has to stay because it's a core element of the game design.
as much as you dislike it, it is there to stay.
And we are going to complain about it until heat death of the universe.
it has to stay because it's a core element of the game design.
as much as you dislike it, it is there to stay.
And we are going to complain about it until heat death of the universe.![]()
Not moving the goal posts as being forced into the debate if NPCs are as difficult as players are. It is a ridiculous debate, but I have to do it, since it is used as a counter argument to my original one.
Let us say that NPCs are equally dangerous as players. I could argue against this, but let us dispense with that and focus on the following:
Solo players need to deal with NPCs only.
Open players need to deal with NPCs and players.
Therefore, the difficulty is greater in Open.
No need to argue as to the comparative difficulty of NPCs and players. My argument stands.
Dunno. Maybe I am really that good, a god of war in disguise, unaware of his own incredible skill. I mean, I kill Elite Anacondas without having my shields broken in a Vulture, and that's without cells. It surely can't be that you all who keep dying to NPCs do so because you fly crappy ships and I fly a pimped out killing machine. It must be all down to skill. I understand now. All this time NPCs were dying to me, I have literally never died to an NPC and I thought that's because they're a pushover.
Only one thing bothering me... in warzones, I kill and kill and kill NPCs for hours on end. Everything from an Eagle to Anaconda gets vaporized without even scratching me.
Then a couple of players show up and instead of blowing them apart like the 500 NPCs before them, I have to run with 27% hull left. Weird. If I'm a god of war, what are they?![]()
Yeah, well if you knew anything about me I might actually consider your feedback. As it is, you are feedbacking on nothing but your own imagination.
You know my total player kill count since Premium Beta in this game? Two.
Yeah, two ships. Both in warzones. Oooh, what a bloodthirsty killer I am, totally hooked on blowing up players left and right and bathing in their tears of rage. I actually spend most of my time either hunting for good deals in the market or hunting fat NPC bounties. Might have tried hunting for player pirates, but with most of those listed on the boards being in solo, not much point to that.
Solo kill counts in EvE? One. And that's in five-six years I've played the game. Most success I had in the game was amassing billions doing station trading. That's PvP with lots of spreadsheets and a calculator involved.
My avatar is a relic of good times I had roleplaying a freedom fighter in EvE. That's why I keep it. Plus, looks badass.
As I said to others, I am not interested in your fears, or reasons you play solo, nor your ideas as to why I say what I say. Play solo all you want. I don't care. But do not mess with my game. Stay in solo and mind your own business.
What we want out of Open, is a fair game. We do not want to deal with mode hoppers, with ghosters or combat loggers. And if FD wants to have competing community goals, they should at least make an effort that it is a fair contest.
i never expected less
Edit:
This inherent need to use sticks and stones to beat the crap out of each other instead of using them to build bridges is one of the reasons i think humanity is the evolutions biggest mistake and just a waste of space and ressources... and thereby one of the reasons i don't play open![]()
Well that's your opinion. I will play where I want, when I want, however I want. You are the master of nothing, least of all me.
Your original point, the one I responded to was, and I quote:
Now, if you're now trying to say that you were only arguing that because the idea that NPCs can be as dangerous as players is 'ridiculous', then you really are saying that even the most incompetent, incapable player pilot is better than even the best NPC pilot in the most kitted-out and powerful ship, and your answer to the question I posed you is actually 'the NPC wing'. Now THAT is ridiculous.
Do you feel threatened like this all the time? Must be tiring.
We both will play only in ways FD allow. They do listen to what players are saying, though. Which is why I and others are voicing our opinions.
You seem to take issue with that.
Where on earth did you get that I feel threatened? You quite honestly have nothing, or possess anything that could ever threaten me, an anyway.
I'll voice my opinion as well. I like the way things are! I support the way the game has been engineered, and think the mode switching as it was originally designed from day one of the kick starter is brilliant.
As I do give you credence, and respect for your opinion, and would always defend your right to it. With that said, I will openly tell you this. I think your opinions are to say the least "Dated in the past", and "a very old, non inventive way of thinking". They also illustrate to me, "that you are completely consumed by you entrenched self limiting beliefs". In other words there will be no new innovative ideas coming from you, just old wore out ones,
Now don't go away mad, if you feel the need say something really mean to me, go ahead. This way you can indulge yourself, satisfy yourself, please consider yourself the victor in our exchange if it makes you feel better. Good luck in all your endeavors, no seriously I mean it. Your gonna need it.
Not at all, but what you insist on is taking a fringe example, something anomalous, like a player so incapable he keeps getting killed by sidewinders, or an NPC so powerful it feels like being attacked by an ace player, and try to portray that as the norm.
The norm is that the majority of players find NPCs much easier than players. The norm is that most players are more skilled than the most skilled NPC.
Sorry, my actual in-game experience, not something assumed or impressions got from seeing threads on the forums is that what you label 'fringe examples' are not really all that 'fringe', and what you call 'the norm' isn't. Good player pilots are better than the best NPCs. Bad player pilots are worse than the worst NPCs. The only thing is that players are a bit more unpredictable as to whether they'll be good or bad - you might find your ass handed to you by a 'Mostly Harmless' player, or, alternatively, find an 'Elite' player pretty easy.
And yet, we still have close to zero threads on how NPCs are terribly dangerous. Here and there a player will wonder about a particular situation, but if your assessment was correct, then a lot more new players would be complaining about difficulty of combat.
They're not. They're complaining more about crashing their ships while docking than being killed by skilled NPCs.
But mode hopping doesn't have to stay. That has nothing to do with P2P networking.
<snip> I support the way the game has been engineered, and think the mode switching as it was originally designed from day one of the kick starter is brilliant.
I just checked the first five pages of the General forum. What did I find? I found:
1 thread saying that PvE combat didn't require any skill - as long as you're put in a 'nice instance'.
1 thread saying that, in PvP combat, it was too difficult to strip someone's shields.
1 thread saying that, in PvE combat, NPC Anacondas might be cheating because they seem to be able to out-turn Vipers.
So where does that leave your metric, as there seems to be just as few threads complaining about PvP combat being too hard as there is about PvE combat being too hard? If I were to apply your logic, I would conclude PvP combat is also way too easy. I don't actually think that way, though - I place my impressions of the game on...erm...the game. Not the forums.
Now the comunnity goals
I really doubt that kind of stuff is actually affected by player in solo mode i doubt the quantity of people in solo overcomes those in open play and if it does is because people like to play in solo or group mode without the psycopaths trying to screw everyone else.
So i say Being able to switch modes is the most intellingent thing a game developer has ever done.
Open players are often interrupted in their efforts by enemy players.